raze-gles/source/core/statusbar.h
2020-11-26 07:48:34 +01:00

148 lines
4.1 KiB
C++

/*
** sbar.h
** Base status bar definition
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __SBAR_H__
#define __SBAR_H__
#include "dobject.h"
#include "v_text.h"
#include "renderstyle.h"
#include "base_sbar.h"
struct FRemapTable;
#if 0
enum EHudState
{
HUD_StatusBar,
HUD_Fullscreen,
HUD_None,
HUD_AltHud // Used for passing through popups to the alt hud
};
#endif
enum EMonospacing : int;
// Base Status Bar ----------------------------------------------------------
class FGameTexture;
enum
{
HUDMSGLayer_OverHUD,
HUDMSGLayer_UnderHUD,
HUDMSGLayer_OverMap,
NUM_HUDMSGLAYERS,
HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
};
struct FLevelStats
{
int screenbottomspace;
int time; // in milliseconds
int frags;
int kills, maxkills; // set maxkills to -1 to ignore, or to -2 to only print kills
int secrets, maxsecrets, supersecrets; // set maxsecrets to -1 to ignore
int spacing; // uses fontheight if 0 or less.
EColorRange letterColor, standardColor, completeColor;
double fontscale;
FFont* font;
};
//============================================================================
//
// encapsulates all settings a HUD font may need
//
//============================================================================
class DBaseStatusBar : public DStatusBarCore
{
DECLARE_ABSTRACT_CLASS (DBaseStatusBar, DStatusBarCore)
public:
DBaseStatusBar ();
virtual ~DBaseStatusBar() = default;
// do not make this a DObject Serialize function because it's not used like one!
//void SerializeMessages(FSerializer &arc);
virtual void Tick ();
void PrintLevelStats(FLevelStats& stats);
void PrintAutomapInfo(FLevelStats& stats, bool forcetextfont = false);
int GetTopOfStatusbar() const
{
return SBarTop;
}
short CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading);
void Set43ClipRect();
virtual void UpdateStatusBar() = 0;
private:
DObject *AltHud = nullptr;
public:
bool Centering;
bool FixedOrigin;
private:
};
extern DBaseStatusBar *StatusBar;
// Status bar factories -----------------------------------------------------
// Crosshair stuff ----------------------------------------------------------
void ST_Clear();
extern FGameTexture *CrosshairImage;
void SBar_DrawString(DStatusBarCore* self, DHUDFont* font, const FString& string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing, double scaleX, double scaleY, int pt = 0);
void setViewport(int viewSize);
struct MapRecord;
void setLevelStarted(MapRecord *);
void drawMapTitle();
class FSerializer;
void SerializeHud(FSerializer &arc);
extern int levelTextTime;
#endif /* __SBAR_H__ */